As a photography sim, are you looking to appeal mostly to novice photographers, experienced photographers, or both?
Newell: Hopefully everyone, photographer or not. As much as I've tried to appeal to enthusiasts with all of the camera settings and photo-effect simulations, photography at its core is really just about creating and cherishing experiences, which is what I've tried to reflect in this game. I think each person will value something different with Lushfoil, but regardless of how the game is perceived, hopefully everyone will have a nice bunch of screenshots to look back on after playing.
What kind of work has gone into accurately replicating the cameras and the effects caused by adjusting various settings?
Newell: I've tried to create a simulated DSLR featureset that simulates how images are captured and provides full control over your image. You'll be able to adjust shutter speed, aperture, ISO, white balance, exposure comp settings, with an included long-exposure effect that I believe is the first of its kind in Unreal.
The camera system accurately combines frames when the shutter is open to produce very realistic light trail and motion trail effects. The DSLR camera is what I imagine players will use the most, but I've also added some other nostalgic shooting options such as a 2000's Digital Camera, Film Camera, Tape Camcorder, all based on some of my recent vintage camera finds.
Do you feel that players will be able to truly develop real-world photography skills through their experience with Lushfoil?
Newell: Yes, players will be able to practice all aspects that would help improve their skills—I've included a lot of tutorials and explanations on camera settings and techniques for those looking to bridge their gap in photography knowledge. The environments are also expansive enough for players to find a limitless amount of unique angles and perspectives. But all in all, being 'good' at photography is subjective: real improvement boils down to how people feel about their own photos.
There are various props the player can discover to inspire creative photo ideas (the discarded paper airplane in the southern Italian location, for example). How did you go about choosing these prompts and what is their function within the game?
Newell: Some discoverables are tied to photography and can help you traverse or capture the environment in a different way, such as a boat, drone, bike, or stand-up paddle board. Other items were included just for fun, such as the kite, paper plane, umbrella, and other secrets.
You’ve hinted at there being hidden secrets for players to discover if they’re patient enough. Can you provide any further details on this?
Newell: At first, nothing presents itself—everything to experience in the game essentially has to be sought out. The player can progress if they have the willingness to find enough of the secrets on their own.
What can you tell us about the game’s atmospheric soundtrack?
Newell: I'm very proud of it! I've been building the soundtrack as a collection of licensed music over the last couple of years. I've put a lot of attention into curating the perfect playlist for each of the game's environments as the atmosphere in each is so different. I hope the player is also able to discover some new artists to listen to.
How many people are working on the project?
Newell: I've been working on the project alone, although Annapurna has brought on a team to help with console porting and Steven Green is a master sound designer who has helped me here and there.